Base Class: Monk
A Nelson is the purest embodiment of the close-quarters doctrine espoused by their monastery. They are built to brawl, thriving when resources have been exhausted or when an environment is too volatile for spells. With their functional style, a Warrior of the Nelson monk can strike fast and remain a difficult target to track. Their unique movement and flaking potential effectively nullify the impact of incoming attacks by dispersing the blow across their entire body rather than taking it head-on. This form of defense protects the monk from impact trauma, allowing for sustained combat efficacy in damage-trading scenarios.
The monastery that conceived the Warrior of the Nelson monks are an known across the land as one of the most prestigious nomadic order of justified peacekeepers. A Nelson is often easily defined by distinctive white, gold, and red garments, as well as their mastery of halberds, pikes, glaves, and similar polearms.
War Pike
A war pike is much more than the name implies. It could be a simple weapon, or it could be a dazzling pole comprised entirely of spikes, or maybe it can it be disguised as a mundane object until the time is right. Whatever the monk's choice in specifics are, all war pikes have a long haft, topped with a dense, slim point, meant to puncture armor. Regardless of time or use, a Warrior of the Nelson's war pike is a sturdy, balanced, and reliable weapon, always perfect for a charge.
War Pike is a melee weapon that you are proficient in and is affected by martial arts. This weapon counts as magical for the purposes of overcoming Resistance and Immunity.
War Pike has 10 feet of reach and does 2d8 Piercing damage on a hit, with damage die increasing when you reach levels 5 (3d8), 11 (4d8), and 17 (5d8).
Level 3: Flawless Failure
Once per round when you miss a target with a War Pike attack, you may choose one of the following effects to recover with:
Reliable. The first War pike attack you make on your next turn will be made with Advantage.
Follow-Up. Make one unarmed attack against the target. This attack has Disadvantage if it is not your turn.
Gambit. Make another War Pike attack with Disadvantage.
Level 6: Momentum
You've mastered the ability to concentrate your body's potential energy and turn it into kinetic energy.
Whenever you use Step of The Wind to Disengage, you may make a War Pike attack, no action required.
Whenever you use Step of The Wind to Dash, the next War Pike attack you make that round is made with Advantage.
Level 11: Skirmisher
After attacking, you may immediately move 5 feet in any direction, so long as your movement speed isn't 0. This movement doesn't provoke reactions.
Additionally, if a creature succeeds an attack roll made against you, it has Disadvantage on the next attack it makes against you this turn. If a creature fails an attack roll made against you, it cannot target you with reactions until the end of your next turn.
Level 17: Perpetual Motion
Your Skirmisher trait now allows you to move 20 feet in any direction rather than 5.
Additionally, whenever you make a War Pike attack against a target, you also make an Unarmed Strike against the same target. If your War Pike attack had Advantage or Disadvantage, so does the Unarmed Strike.
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